@onerjs/core 8.55.6 → 8.55.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -131,7 +131,9 @@ let MaterialPluginBase = (() => {
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  * Disposes the resources of the material.
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  * @param _forceDisposeTextures - Forces the disposal of all textures.
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  */
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- dispose(_forceDisposeTextures) { }
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+ dispose(_forceDisposeTextures) {
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+ this._pluginManager = null;
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+ }
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  /**
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  * Returns a list of custom shader code fragments to customize the shader.
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  * @param _shaderType "vertex" or "fragment"
@@ -1 +1 @@
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- 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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { MaterialPluginManager } from \"./materialPluginManager.pure\";\r\nimport { type SmartArray } from \"../Misc/smartArray\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { type IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { type UniformBuffer } from \"./uniformBuffer\";\r\nimport { type EffectFallbacks } from \"./effectFallbacks\";\r\nimport { type MaterialDefines } from \"./materialDefines\";\r\nimport { type Material } from \"./material.pure\";\r\nimport { type BaseTexture } from \"./Textures/baseTexture.pure\";\r\nimport { type RenderTargetTexture } from \"./Textures/renderTargetTexture.pure\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * Base class for material plugins.\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginBase {\r\n /**\r\n * Defines the name of the plugin\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Defines the priority of the plugin. Lower numbers run first.\r\n */\r\n @serialize()\r\n public priority: number = 500;\r\n\r\n /**\r\n * Indicates that any #include directive in the plugin code must be replaced by the corresponding code.\r\n */\r\n @serialize()\r\n public resolveIncludes: boolean = false;\r\n\r\n /**\r\n * Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)\r\n */\r\n @serialize()\r\n public registerForExtraEvents: boolean = false;\r\n\r\n /**\r\n * Specifies if the material plugin should be serialized, `true` to skip serialization\r\n */\r\n public doNotSerialize = false;\r\n\r\n protected _material: Material;\r\n protected _pluginManager: MaterialPluginManager;\r\n protected _pluginDefineNames?: { [name: string]: any };\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a given shader language.\r\n * @param shaderLanguage The shader language to use.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public isCompatible(shaderLanguage: ShaderLanguage): boolean {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n protected _enable(enable: boolean) {\r\n if (enable) {\r\n this._pluginManager._activatePlugin(this);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to mark defines as being dirty.\r\n */\r\n public readonly markAllDefinesAsDirty: () => void;\r\n\r\n /**\r\n * Creates a new material plugin\r\n * @param material parent material of the plugin\r\n * @param name name of the plugin\r\n * @param priority priority of the plugin\r\n * @param defines list of defines used by the plugin. The value of the property is the default value for this property\r\n * @param addToPluginList true to add the plugin to the list of plugins managed by the material plugin manager of the material (default: true)\r\n * @param enable true to enable the plugin (it is handy if the plugin does not handle properties to switch its current activation)\r\n * @param resolveIncludes Indicates that any #include directive in the plugin code must be replaced by the corresponding code (default: false)\r\n */\r\n constructor(material: Material, name: string, priority: number, defines?: { [key: string]: any }, addToPluginList = true, enable = false, resolveIncludes = false) {\r\n this._material = material;\r\n this.name = name;\r\n this.priority = priority;\r\n this.resolveIncludes = resolveIncludes;\r\n\r\n if (!material.pluginManager) {\r\n material.pluginManager = new MaterialPluginManager(material);\r\n material.onDisposeObservable.add(() => {\r\n material.pluginManager = undefined;\r\n });\r\n }\r\n\r\n this._pluginDefineNames = defines;\r\n this._pluginManager = material.pluginManager;\r\n\r\n if (addToPluginList) {\r\n this._pluginManager._addPlugin(this);\r\n }\r\n\r\n if (enable) {\r\n this._enable(true);\r\n }\r\n\r\n this.markAllDefinesAsDirty = material._dirtyCallbacks[Constants.MATERIAL_AllDirtyFlag];\r\n }\r\n\r\n /**\r\n * Gets the current class name useful for serialization or dynamic coding.\r\n * @returns The class name.\r\n */\r\n public getClassName(): string {\r\n return \"MaterialPluginBase\";\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine the engine this scene belongs to.\r\n * @param _subMesh the submesh to check for readiness\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param _uniformBuffer defines the Uniform buffer to fill in.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine defines the engine the material belongs to.\r\n * @param _subMesh the submesh to bind data for\r\n */\r\n public hardBindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Binds the material data.\r\n * @param _uniformBuffer defines the Uniform buffer to fill in.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine the engine this scene belongs to.\r\n * @param _subMesh the submesh to bind data for\r\n */\r\n public bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param _forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(_forceDisposeTextures?: boolean): void {}\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param _shaderType \"vertex\" or \"fragment\"\r\n * @param _shaderLanguage The shader language to use.\r\n * @returns null if no code to be added, or a list of pointName =\\> code.\r\n * Note that `pointName` can also be a regular expression if it starts with a `!`.\r\n * In that case, the string found by the regular expression (if any) will be\r\n * replaced by the code provided.\r\n */\r\n public getCustomCode(_shaderType: string, _shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Collects all defines.\r\n * @param defines The object to append to.\r\n */\r\n public collectDefines(defines: { [name: string]: { type: string; default: any } }): void {\r\n if (!this._pluginDefineNames) {\r\n return;\r\n }\r\n for (const key of Object.keys(this._pluginDefineNames)) {\r\n if (key[0] === \"_\") {\r\n continue;\r\n }\r\n\r\n const type = typeof this._pluginDefineNames[key];\r\n defines[key] = {\r\n type: type === \"number\" ? \"number\" : type === \"string\" ? \"string\" : type === \"boolean\" ? \"boolean\" : \"object\",\r\n default: this._pluginDefineNames[key],\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Sets the defines for the next rendering. Called before PrepareDefinesForAttributes is called.\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene to the material belongs to.\r\n * @param _mesh the mesh being rendered\r\n */\r\n public prepareDefinesBeforeAttributes(_defines: MaterialDefines, _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Sets the defines for the next rendering\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene to the material belongs to.\r\n * @param _mesh the mesh being rendered\r\n */\r\n public prepareDefines(_defines: MaterialDefines, _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param _texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(_texture: BaseTexture): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n * @returns true if this uses a render target otherwise false.\r\n */\r\n public hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param _renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(_renderTargets: SmartArray<RenderTargetTexture>): void {}\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param _activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(_activeTextures: BaseTexture[]): void {}\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param _animatables Array of animatable textures.\r\n */\r\n public getAnimatables(_animatables: IAnimatable[]): void {}\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public addFallbacks(defines: MaterialDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param _samplers list that the sampler names should be added to.\r\n */\r\n public getSamplers(_samplers: string[]): void {}\r\n\r\n /**\r\n * Gets the attributes used by the plugin.\r\n * @param _attributes list that the attribute names should be added to.\r\n * @param _scene the scene that the material belongs to.\r\n * @param _mesh the mesh being rendered.\r\n */\r\n public getAttributes(_attributes: string[], _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Gets the uniform buffers names added by the plugin.\r\n * @param _ubos list that the ubo names should be added to.\r\n */\r\n public getUniformBuffersNames(_ubos: string[]): void {}\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @param _shaderLanguage The shader language to use.\r\n * @returns the description of the uniforms\r\n */\r\n public getUniforms(_shaderLanguage = ShaderLanguage.GLSL): {\r\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\r\n vertex?: string;\r\n fragment?: string;\r\n externalUniforms?: string[];\r\n } {\r\n return {};\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param plugin define the config where to copy the info\r\n */\r\n public copyTo(plugin: MaterialPluginBase): void {\r\n SerializationHelper.Clone(() => plugin, this);\r\n }\r\n\r\n /**\r\n * Serializes this plugin configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a plugin configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n\r\n// Register Class Name\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for materialPluginBase.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterMaterialPluginBase(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.MaterialPluginBase\", MaterialPluginBase);\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { MaterialPluginManager } from \"./materialPluginManager.pure\";\r\nimport { type SmartArray } from \"../Misc/smartArray\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { type IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { type UniformBuffer } from \"./uniformBuffer\";\r\nimport { type EffectFallbacks } from \"./effectFallbacks\";\r\nimport { type MaterialDefines } from \"./materialDefines\";\r\nimport { type Material } from \"./material.pure\";\r\nimport { type BaseTexture } from \"./Textures/baseTexture.pure\";\r\nimport { type RenderTargetTexture } from \"./Textures/renderTargetTexture.pure\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * Base class for material plugins.\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginBase {\r\n /**\r\n * Defines the name of the plugin\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Defines the priority of the plugin. Lower numbers run first.\r\n */\r\n @serialize()\r\n public priority: number = 500;\r\n\r\n /**\r\n * Indicates that any #include directive in the plugin code must be replaced by the corresponding code.\r\n */\r\n @serialize()\r\n public resolveIncludes: boolean = false;\r\n\r\n /**\r\n * Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)\r\n */\r\n @serialize()\r\n public registerForExtraEvents: boolean = false;\r\n\r\n /**\r\n * Specifies if the material plugin should be serialized, `true` to skip serialization\r\n */\r\n public doNotSerialize = false;\r\n\r\n protected _material: Material;\r\n protected _pluginManager: MaterialPluginManager;\r\n protected _pluginDefineNames?: { [name: string]: any };\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a given shader language.\r\n * @param shaderLanguage The shader language to use.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public isCompatible(shaderLanguage: ShaderLanguage): boolean {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n protected _enable(enable: boolean) {\r\n if (enable) {\r\n this._pluginManager._activatePlugin(this);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to mark defines as being dirty.\r\n */\r\n public readonly markAllDefinesAsDirty: () => void;\r\n\r\n /**\r\n * Creates a new material plugin\r\n * @param material parent material of the plugin\r\n * @param name name of the plugin\r\n * @param priority priority of the plugin\r\n * @param defines list of defines used by the plugin. The value of the property is the default value for this property\r\n * @param addToPluginList true to add the plugin to the list of plugins managed by the material plugin manager of the material (default: true)\r\n * @param enable true to enable the plugin (it is handy if the plugin does not handle properties to switch its current activation)\r\n * @param resolveIncludes Indicates that any #include directive in the plugin code must be replaced by the corresponding code (default: false)\r\n */\r\n constructor(material: Material, name: string, priority: number, defines?: { [key: string]: any }, addToPluginList = true, enable = false, resolveIncludes = false) {\r\n this._material = material;\r\n this.name = name;\r\n this.priority = priority;\r\n this.resolveIncludes = resolveIncludes;\r\n\r\n if (!material.pluginManager) {\r\n material.pluginManager = new MaterialPluginManager(material);\r\n material.onDisposeObservable.add(() => {\r\n material.pluginManager = undefined;\r\n });\r\n }\r\n\r\n this._pluginDefineNames = defines;\r\n this._pluginManager = material.pluginManager;\r\n\r\n if (addToPluginList) {\r\n this._pluginManager._addPlugin(this);\r\n }\r\n\r\n if (enable) {\r\n this._enable(true);\r\n }\r\n\r\n this.markAllDefinesAsDirty = material._dirtyCallbacks[Constants.MATERIAL_AllDirtyFlag];\r\n }\r\n\r\n /**\r\n * Gets the current class name useful for serialization or dynamic coding.\r\n * @returns The class name.\r\n */\r\n public getClassName(): string {\r\n return \"MaterialPluginBase\";\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine the engine this scene belongs to.\r\n * @param _subMesh the submesh to check for readiness\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param _uniformBuffer defines the Uniform buffer to fill in.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine defines the engine the material belongs to.\r\n * @param _subMesh the submesh to bind data for\r\n */\r\n public hardBindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Binds the material data.\r\n * @param _uniformBuffer defines the Uniform buffer to fill in.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine the engine this scene belongs to.\r\n * @param _subMesh the submesh to bind data for\r\n */\r\n public bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param _forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(_forceDisposeTextures?: boolean): void {\r\n this._pluginManager = null as any;\r\n }\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param _shaderType \"vertex\" or \"fragment\"\r\n * @param _shaderLanguage The shader language to use.\r\n * @returns null if no code to be added, or a list of pointName =\\> code.\r\n * Note that `pointName` can also be a regular expression if it starts with a `!`.\r\n * In that case, the string found by the regular expression (if any) will be\r\n * replaced by the code provided.\r\n */\r\n public getCustomCode(_shaderType: string, _shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Collects all defines.\r\n * @param defines The object to append to.\r\n */\r\n public collectDefines(defines: { [name: string]: { type: string; default: any } }): void {\r\n if (!this._pluginDefineNames) {\r\n return;\r\n }\r\n for (const key of Object.keys(this._pluginDefineNames)) {\r\n if (key[0] === \"_\") {\r\n continue;\r\n }\r\n\r\n const type = typeof this._pluginDefineNames[key];\r\n defines[key] = {\r\n type: type === \"number\" ? \"number\" : type === \"string\" ? \"string\" : type === \"boolean\" ? \"boolean\" : \"object\",\r\n default: this._pluginDefineNames[key],\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Sets the defines for the next rendering. Called before PrepareDefinesForAttributes is called.\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene to the material belongs to.\r\n * @param _mesh the mesh being rendered\r\n */\r\n public prepareDefinesBeforeAttributes(_defines: MaterialDefines, _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Sets the defines for the next rendering\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene to the material belongs to.\r\n * @param _mesh the mesh being rendered\r\n */\r\n public prepareDefines(_defines: MaterialDefines, _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param _texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(_texture: BaseTexture): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n * @returns true if this uses a render target otherwise false.\r\n */\r\n public hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param _renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(_renderTargets: SmartArray<RenderTargetTexture>): void {}\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param _activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(_activeTextures: BaseTexture[]): void {}\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param _animatables Array of animatable textures.\r\n */\r\n public getAnimatables(_animatables: IAnimatable[]): void {}\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public addFallbacks(defines: MaterialDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param _samplers list that the sampler names should be added to.\r\n */\r\n public getSamplers(_samplers: string[]): void {}\r\n\r\n /**\r\n * Gets the attributes used by the plugin.\r\n * @param _attributes list that the attribute names should be added to.\r\n * @param _scene the scene that the material belongs to.\r\n * @param _mesh the mesh being rendered.\r\n */\r\n public getAttributes(_attributes: string[], _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Gets the uniform buffers names added by the plugin.\r\n * @param _ubos list that the ubo names should be added to.\r\n */\r\n public getUniformBuffersNames(_ubos: string[]): void {}\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @param _shaderLanguage The shader language to use.\r\n * @returns the description of the uniforms\r\n */\r\n public getUniforms(_shaderLanguage = ShaderLanguage.GLSL): {\r\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\r\n vertex?: string;\r\n fragment?: string;\r\n externalUniforms?: string[];\r\n } {\r\n return {};\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param plugin define the config where to copy the info\r\n */\r\n public copyTo(plugin: MaterialPluginBase): void {\r\n SerializationHelper.Clone(() => plugin, this);\r\n }\r\n\r\n /**\r\n * Serializes this plugin configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a plugin configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n\r\n// Register Class Name\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for materialPluginBase.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterMaterialPluginBase(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.MaterialPluginBase\", MaterialPluginBase);\r\n}\r\n"]}
@@ -21,6 +21,13 @@ export class MaterialPluginManager {
21
21
  this._material = material;
22
22
  this._scene = material.getScene();
23
23
  this._engine = this._scene.getEngine();
24
+ this._scene.onDisposeObservable.addOnce(() => {
25
+ this._scene = null;
26
+ this._plugins.length = 0;
27
+ this._activePlugins.length = 0;
28
+ this._material = null;
29
+ this._activePluginsForExtraEvents.length = 0;
30
+ });
24
31
  }
25
32
  /**
26
33
  * @internal
@@ -1 +1 @@
1
- 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This file must only contain pure code and pure imports */\r\n\r\nimport { type _IProcessingOptions, type ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Material } from \"./material.pure\";\r\nimport {\r\n type MaterialPluginPrepareEffect,\r\n type MaterialPluginBindForSubMesh,\r\n type MaterialPluginDisposed,\r\n type MaterialPluginGetActiveTextures,\r\n type MaterialPluginGetAnimatables,\r\n type MaterialPluginGetDefineNames,\r\n type MaterialPluginHasTexture,\r\n type MaterialPluginIsReadyForSubMesh,\r\n type MaterialPluginPrepareDefines,\r\n type MaterialPluginPrepareUniformBuffer,\r\n type MaterialPluginHardBindForSubMesh,\r\n type MaterialPluginHasRenderTargetTextures,\r\n type MaterialPluginFillRenderTargetTextures,\r\n MaterialPluginEvent,\r\n} from \"./materialPluginEvent\";\r\nimport { type Observer } from \"core/Misc/observable.pure\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { type MaterialPluginBase } from \"./materialPluginBase.pure\";\r\nimport { ProcessIncludes } from \"../Engines/Processors/shaderProcessor\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\n\r\nconst RxOption = /*#__PURE__*/ new RegExp(\"^([gimus]+)!\");\r\n\r\n/**\r\n * Class that manages the plugins of a material\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginManager {\r\n /** Map a plugin class name to a #define name (used in the vertex/fragment shaders as a marker of the plugin usage) */\r\n private static _MaterialPluginClassToMainDefine: { [name: string]: string } = {};\r\n private static _MaterialPluginCounter: number = 0;\r\n\r\n protected _material: Material;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n /** @internal */\r\n public _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n /**\r\n * Creates a new instance of the plugin manager\r\n * @param material material that this manager will manage the plugins for\r\n */\r\n constructor(material: Material) {\r\n this._material = material;\r\n this._scene = material.getScene();\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): boolean {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n this._material.resetDrawCache();\r\n this._material._createUniformBuffer();\r\n }\r\n\r\n if (!plugin.isCompatible(this._material.shaderLanguage)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because the plugin is not compatible with the shader language of the material.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = (id, info) => this._handlePluginEvent(id, info);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\", this._material.shaderLanguage));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\", this._material.shaderLanguage));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _activatePlugin(plugin: MaterialPluginBase): void {\r\n if (this._activePlugins.indexOf(plugin) === -1) {\r\n this._activePlugins.push(plugin);\r\n this._activePlugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);\r\n this._material._callbackPluginEventPrepareDefinesBeforeAttributes = this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);\r\n this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);\r\n this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);\r\n\r\n if (plugin.registerForExtraEvents) {\r\n this._activePluginsForExtraEvents.push(plugin);\r\n this._activePluginsForExtraEvents.sort((a, b) => a.priority - b.priority);\r\n this._material._callbackPluginEventHasRenderTargetTextures = this._handlePluginEventHasRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventFillRenderTargetTextures = this._handlePluginEventFillRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventHardBindForSubMesh = this._handlePluginEventHardBindForSubMesh.bind(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a plugin from the list of plugins managed by this manager\r\n * @param name name of the plugin\r\n * @returns the plugin if found, else null\r\n */\r\n public getPlugin<T = MaterialPluginBase>(name: string): Nullable<T> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i] as T;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n const effectEventData = info as MaterialPluginPrepareEffect;\r\n if (effectEventData.customCode) {\r\n effectEventData.mesh = null as any;\r\n delete effectEventData.customCode;\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(\r\n {\r\n ...eventData,\r\n mesh: void 0 as any,\r\n },\r\n eventData.customCode\r\n );\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n const isWebGPU = this._material.shaderLanguage === ShaderLanguage.WGSL;\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms(this._material.shaderLanguage);\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n if (uniform.size && uniform.type) {\r\n const arraySize = uniform.arraySize ?? 0;\r\n eventData.ubo.addUniform(uniform.name, uniform.size, arraySize);\r\n if (isWebGPU) {\r\n let type: string;\r\n switch (uniform.type) {\r\n case \"mat4\":\r\n type = \"mat4x4f\";\r\n break;\r\n case \"float\":\r\n type = \"f32\";\r\n break;\r\n default:\r\n type = `${uniform.type}f`;\r\n break;\r\n }\r\n\r\n if (arraySize > 0) {\r\n this._uboDeclaration += `uniform ${uniform.name}: array<${type}, ${arraySize}>;\\n`;\r\n } else {\r\n this._uboDeclaration += `uniform ${uniform.name}: ${type};\\n`;\r\n }\r\n } else {\r\n this._uboDeclaration += `${uniform.type} ${uniform.name}${arraySize > 0 ? `[${arraySize}]` : \"\"};\\n`;\r\n }\r\n }\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\n\";\r\n }\r\n\r\n // These are uniforms which are used by the shader but not updated by the plugin directly.\r\n // They still need to be present in the _uniformList so the Effect can determine their locations.\r\n if (uniforms.externalUniforms) {\r\n this._uniformList.push(...uniforms.externalUniforms);\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(eventData: MaterialPluginPrepareEffect, existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n let processorOptions: Nullable<_IProcessingOptions> = null;\r\n for (let pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n const shaderLanguage = this._material.shaderLanguage;\r\n let customCode = plugin.getCustomCode(shaderType, shaderLanguage)?.[pointName];\r\n if (!customCode) {\r\n continue;\r\n }\r\n if (plugin.resolveIncludes) {\r\n if (processorOptions === null) {\r\n processorOptions = {\r\n defines: [], // not used by _ProcessIncludes\r\n indexParameters: eventData.indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: undefined as any, // not used by _ProcessIncludes\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: ShaderStore.GetShadersRepository(shaderLanguage),\r\n includesShadersStore: ShaderStore.GetIncludesShadersStore(shaderLanguage),\r\n version: undefined as any, // not used by _ProcessIncludes\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: undefined as any, // not used by _ProcessIncludes\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: undefined as any, // not used by _ProcessIncludes\r\n };\r\n }\r\n processorOptions.isFragment = shaderType === \"fragment\";\r\n ProcessIncludes(customCode, processorOptions, (code) => (customCode = code));\r\n }\r\n injectedCode += customCode + \"\\n\";\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n pointName = pointName.substring(1);\r\n\r\n let regexFlags = \"g\";\r\n if (pointName.charAt(0) === \"!\") {\r\n // no flags\r\n regexFlags = \"\";\r\n pointName = pointName.substring(1);\r\n } else {\r\n // get the flag(s)\r\n const matchOption = RxOption.exec(pointName);\r\n if (matchOption && matchOption.length >= 2) {\r\n regexFlags = matchOption[1];\r\n pointName = pointName.substring(regexFlags.length + 1);\r\n }\r\n }\r\n\r\n if (regexFlags.indexOf(\"g\") < 0) {\r\n // we force the \"g\" flag so that the regexp object is stateful!\r\n regexFlags += \"g\";\r\n }\r\n\r\n const rx = new RegExp(pointName, regexFlags);\r\n let match = rx.exec(code);\r\n while (match !== null) {\r\n const { index } = match;\r\n const newCode = ReplaceRegExpSubstitutions(injectedCode, match);\r\n code = code.substring(0, index) + newCode + code.substring(index + match[0].length);\r\n rx.lastIndex = index + newCode.length;\r\n match = rx.exec(code);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst Plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet Inited = false;\r\nlet MaterialObserver: Nullable<Observer<Material>> = null;\r\nlet _MaterialPluginManagerRegistered = false;\r\n\r\n/**\r\n * Registers side effects for the material plugin manager.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterMaterialPluginManager(): void {\r\n if (_MaterialPluginManagerRegistered) {\r\n return;\r\n }\r\n _MaterialPluginManagerRegistered = true;\r\n\r\n EngineStore.OnEnginesDisposedObservable.add(() => {\r\n UnregisterAllMaterialPlugins();\r\n });\r\n}\r\n\r\n/**\r\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\r\n * Register side effects for materialPlugin.\r\n * Safe to call multiple times; only the first call has an effect.\r\n * @param pluginName The plugin name\r\n * @param factory The factory function which allows to create the plugin\r\n */\r\nexport function RegisterMaterialPlugin(pluginName: string, factory: PluginMaterialFactory): void {\r\n if (!Inited) {\r\n MaterialObserver = Material.OnEventObservable.add((material: Material) => {\r\n for (const [, factory] of Plugins) {\r\n factory(material);\r\n }\r\n }, MaterialPluginEvent.Created);\r\n Inited = true;\r\n }\r\n const existing = Plugins.filter(([name, _factory]) => name === pluginName);\r\n if (existing.length > 0) {\r\n existing[0][1] = factory;\r\n } else {\r\n Plugins.push([pluginName, factory]);\r\n }\r\n}\r\n\r\n/**\r\n * Removes a material plugin from the list of global plugins.\r\n * @param pluginName The plugin name\r\n * @returns true if the plugin has been removed, else false\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterMaterialPlugin(pluginName: string): boolean {\r\n for (let i = 0; i < Plugins.length; ++i) {\r\n if (Plugins[i][0] === pluginName) {\r\n Plugins.splice(i, 1);\r\n if (Plugins.length === 0) {\r\n UnregisterAllMaterialPlugins();\r\n }\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * Clear the list of global material plugins\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterAllMaterialPlugins(): void {\r\n Plugins.length = 0;\r\n Inited = false;\r\n Material.OnEventObservable.remove(MaterialObserver);\r\n MaterialObserver = null;\r\n}\r\n\r\n/**\r\n * Replace regex substitution patterns (e.g. $1, $2, etc.)\r\n * @param value The replacement string\r\n * @param match The regex match array\r\n * @returns Value having $X substitutions replaced with the equivalent `match[X]`\r\n */\r\nfunction ReplaceRegExpSubstitutions(value: string, match: ReadonlyArray<string>): string {\r\n return value.replace(/\\$(\\d+)/g, (group0: string, group1: string): string => {\r\n const index = Number(group1);\r\n return index < match.length ? match[index] : \"\";\r\n });\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { type _IProcessingOptions, type ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Material } from \"./material.pure\";\r\nimport {\r\n type MaterialPluginPrepareEffect,\r\n type MaterialPluginBindForSubMesh,\r\n type MaterialPluginDisposed,\r\n type MaterialPluginGetActiveTextures,\r\n type MaterialPluginGetAnimatables,\r\n type MaterialPluginGetDefineNames,\r\n type MaterialPluginHasTexture,\r\n type MaterialPluginIsReadyForSubMesh,\r\n type MaterialPluginPrepareDefines,\r\n type MaterialPluginPrepareUniformBuffer,\r\n type MaterialPluginHardBindForSubMesh,\r\n type MaterialPluginHasRenderTargetTextures,\r\n type MaterialPluginFillRenderTargetTextures,\r\n MaterialPluginEvent,\r\n} from \"./materialPluginEvent\";\r\nimport { type Observer } from \"core/Misc/observable.pure\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { type MaterialPluginBase } from \"./materialPluginBase.pure\";\r\nimport { ProcessIncludes } from \"../Engines/Processors/shaderProcessor\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\n\r\nconst RxOption = /*#__PURE__*/ new RegExp(\"^([gimus]+)!\");\r\n\r\n/**\r\n * Class that manages the plugins of a material\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginManager {\r\n /** Map a plugin class name to a #define name (used in the vertex/fragment shaders as a marker of the plugin usage) */\r\n private static _MaterialPluginClassToMainDefine: { [name: string]: string } = {};\r\n private static _MaterialPluginCounter: number = 0;\r\n\r\n protected _material: Material;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n /** @internal */\r\n public _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n /**\r\n * Creates a new instance of the plugin manager\r\n * @param material material that this manager will manage the plugins for\r\n */\r\n constructor(material: Material) {\r\n this._material = material;\r\n this._scene = material.getScene();\r\n this._engine = this._scene.getEngine();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n this._scene = null as any;\r\n this._plugins.length = 0;\r\n this._activePlugins.length = 0;\r\n this._material = null as any;\r\n this._activePluginsForExtraEvents.length = 0;\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): boolean {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n this._material.resetDrawCache();\r\n this._material._createUniformBuffer();\r\n }\r\n\r\n if (!plugin.isCompatible(this._material.shaderLanguage)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because the plugin is not compatible with the shader language of the material.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = (id, info) => this._handlePluginEvent(id, info);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\", this._material.shaderLanguage));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\", this._material.shaderLanguage));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _activatePlugin(plugin: MaterialPluginBase): void {\r\n if (this._activePlugins.indexOf(plugin) === -1) {\r\n this._activePlugins.push(plugin);\r\n this._activePlugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);\r\n this._material._callbackPluginEventPrepareDefinesBeforeAttributes = this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);\r\n this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);\r\n this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);\r\n\r\n if (plugin.registerForExtraEvents) {\r\n this._activePluginsForExtraEvents.push(plugin);\r\n this._activePluginsForExtraEvents.sort((a, b) => a.priority - b.priority);\r\n this._material._callbackPluginEventHasRenderTargetTextures = this._handlePluginEventHasRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventFillRenderTargetTextures = this._handlePluginEventFillRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventHardBindForSubMesh = this._handlePluginEventHardBindForSubMesh.bind(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a plugin from the list of plugins managed by this manager\r\n * @param name name of the plugin\r\n * @returns the plugin if found, else null\r\n */\r\n public getPlugin<T = MaterialPluginBase>(name: string): Nullable<T> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i] as T;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n const effectEventData = info as MaterialPluginPrepareEffect;\r\n if (effectEventData.customCode) {\r\n effectEventData.mesh = null as any;\r\n delete effectEventData.customCode;\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(\r\n {\r\n ...eventData,\r\n mesh: void 0 as any,\r\n },\r\n eventData.customCode\r\n );\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n const isWebGPU = this._material.shaderLanguage === ShaderLanguage.WGSL;\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms(this._material.shaderLanguage);\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n if (uniform.size && uniform.type) {\r\n const arraySize = uniform.arraySize ?? 0;\r\n eventData.ubo.addUniform(uniform.name, uniform.size, arraySize);\r\n if (isWebGPU) {\r\n let type: string;\r\n switch (uniform.type) {\r\n case \"mat4\":\r\n type = \"mat4x4f\";\r\n break;\r\n case \"float\":\r\n type = \"f32\";\r\n break;\r\n default:\r\n type = `${uniform.type}f`;\r\n break;\r\n }\r\n\r\n if (arraySize > 0) {\r\n this._uboDeclaration += `uniform ${uniform.name}: array<${type}, ${arraySize}>;\\n`;\r\n } else {\r\n this._uboDeclaration += `uniform ${uniform.name}: ${type};\\n`;\r\n }\r\n } else {\r\n this._uboDeclaration += `${uniform.type} ${uniform.name}${arraySize > 0 ? `[${arraySize}]` : \"\"};\\n`;\r\n }\r\n }\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\n\";\r\n }\r\n\r\n // These are uniforms which are used by the shader but not updated by the plugin directly.\r\n // They still need to be present in the _uniformList so the Effect can determine their locations.\r\n if (uniforms.externalUniforms) {\r\n this._uniformList.push(...uniforms.externalUniforms);\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(eventData: MaterialPluginPrepareEffect, existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n let processorOptions: Nullable<_IProcessingOptions> = null;\r\n for (let pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n const shaderLanguage = this._material.shaderLanguage;\r\n let customCode = plugin.getCustomCode(shaderType, shaderLanguage)?.[pointName];\r\n if (!customCode) {\r\n continue;\r\n }\r\n if (plugin.resolveIncludes) {\r\n if (processorOptions === null) {\r\n processorOptions = {\r\n defines: [], // not used by _ProcessIncludes\r\n indexParameters: eventData.indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: undefined as any, // not used by _ProcessIncludes\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: ShaderStore.GetShadersRepository(shaderLanguage),\r\n includesShadersStore: ShaderStore.GetIncludesShadersStore(shaderLanguage),\r\n version: undefined as any, // not used by _ProcessIncludes\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: undefined as any, // not used by _ProcessIncludes\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: undefined as any, // not used by _ProcessIncludes\r\n };\r\n }\r\n processorOptions.isFragment = shaderType === \"fragment\";\r\n ProcessIncludes(customCode, processorOptions, (code) => (customCode = code));\r\n }\r\n injectedCode += customCode + \"\\n\";\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n pointName = pointName.substring(1);\r\n\r\n let regexFlags = \"g\";\r\n if (pointName.charAt(0) === \"!\") {\r\n // no flags\r\n regexFlags = \"\";\r\n pointName = pointName.substring(1);\r\n } else {\r\n // get the flag(s)\r\n const matchOption = RxOption.exec(pointName);\r\n if (matchOption && matchOption.length >= 2) {\r\n regexFlags = matchOption[1];\r\n pointName = pointName.substring(regexFlags.length + 1);\r\n }\r\n }\r\n\r\n if (regexFlags.indexOf(\"g\") < 0) {\r\n // we force the \"g\" flag so that the regexp object is stateful!\r\n regexFlags += \"g\";\r\n }\r\n\r\n const rx = new RegExp(pointName, regexFlags);\r\n let match = rx.exec(code);\r\n while (match !== null) {\r\n const { index } = match;\r\n const newCode = ReplaceRegExpSubstitutions(injectedCode, match);\r\n code = code.substring(0, index) + newCode + code.substring(index + match[0].length);\r\n rx.lastIndex = index + newCode.length;\r\n match = rx.exec(code);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst Plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet Inited = false;\r\nlet MaterialObserver: Nullable<Observer<Material>> = null;\r\nlet _MaterialPluginManagerRegistered = false;\r\n\r\n/**\r\n * Registers side effects for the material plugin manager.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterMaterialPluginManager(): void {\r\n if (_MaterialPluginManagerRegistered) {\r\n return;\r\n }\r\n _MaterialPluginManagerRegistered = true;\r\n\r\n EngineStore.OnEnginesDisposedObservable.add(() => {\r\n UnregisterAllMaterialPlugins();\r\n });\r\n}\r\n\r\n/**\r\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\r\n * Register side effects for materialPlugin.\r\n * Safe to call multiple times; only the first call has an effect.\r\n * @param pluginName The plugin name\r\n * @param factory The factory function which allows to create the plugin\r\n */\r\nexport function RegisterMaterialPlugin(pluginName: string, factory: PluginMaterialFactory): void {\r\n if (!Inited) {\r\n MaterialObserver = Material.OnEventObservable.add((material: Material) => {\r\n for (const [, factory] of Plugins) {\r\n factory(material);\r\n }\r\n }, MaterialPluginEvent.Created);\r\n Inited = true;\r\n }\r\n const existing = Plugins.filter(([name, _factory]) => name === pluginName);\r\n if (existing.length > 0) {\r\n existing[0][1] = factory;\r\n } else {\r\n Plugins.push([pluginName, factory]);\r\n }\r\n}\r\n\r\n/**\r\n * Removes a material plugin from the list of global plugins.\r\n * @param pluginName The plugin name\r\n * @returns true if the plugin has been removed, else false\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterMaterialPlugin(pluginName: string): boolean {\r\n for (let i = 0; i < Plugins.length; ++i) {\r\n if (Plugins[i][0] === pluginName) {\r\n Plugins.splice(i, 1);\r\n if (Plugins.length === 0) {\r\n UnregisterAllMaterialPlugins();\r\n }\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * Clear the list of global material plugins\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterAllMaterialPlugins(): void {\r\n Plugins.length = 0;\r\n Inited = false;\r\n Material.OnEventObservable.remove(MaterialObserver);\r\n MaterialObserver = null;\r\n}\r\n\r\n/**\r\n * Replace regex substitution patterns (e.g. $1, $2, etc.)\r\n * @param value The replacement string\r\n * @param match The regex match array\r\n * @returns Value having $X substitutions replaced with the equivalent `match[X]`\r\n */\r\nfunction ReplaceRegExpSubstitutions(value: string, match: ReadonlyArray<string>): string {\r\n return value.replace(/\\$(\\d+)/g, (group0: string, group1: string): string => {\r\n const index = Number(group1);\r\n return index < match.length ? match[index] : \"\";\r\n });\r\n}\r\n"]}
@@ -76,12 +76,8 @@ export class PushMaterial extends Material {
76
76
  * @param notBoundToMesh defines whether the material is not bound to a mesh
77
77
  */
78
78
  dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
79
- const effect = this.getEffect();
80
- if (effect) {
81
- effect.dispose(forceDisposeEffect);
82
- }
83
- this._activeEffect = undefined;
84
79
  super.dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
80
+ this._activeEffect = undefined;
85
81
  }
86
82
  }
87
83
  //# sourceMappingURL=pushMaterial.js.map
@@ -1 +1 @@
1
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this._activeEffect! : super.getEffect()!;\r\n }\r\n\r\n public override isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {\r\n if (!mesh) {\r\n return false;\r\n }\r\n\r\n if (!this._storeEffectOnSubMeshes) {\r\n return true;\r\n }\r\n\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n return true;\r\n }\r\n\r\n return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);\r\n }\r\n\r\n protected _isReadyForSubMesh(subMesh: SubMesh) {\r\n const defines = subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect && defines) {\r\n if (defines._renderId === this.getScene().getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds the given world matrix to the active effect\r\n *\r\n * @param world the matrix to bind\r\n */\r\n public override bindOnlyWorldMatrix(world: Matrix): void {\r\n this._activeEffect!.setMatrix(\"world\", world);\r\n }\r\n\r\n /**\r\n * Binds the given normal matrix to the active effect\r\n *\r\n * @param normalMatrix the matrix to bind\r\n */\r\n public bindOnlyNormalMatrix(normalMatrix: Matrix): void {\r\n this._activeEffect!.setMatrix(\"normalMatrix\", normalMatrix);\r\n }\r\n\r\n public override bind(world: Matrix, mesh?: Mesh): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);\r\n }\r\n\r\n protected override _afterBind(mesh?: AbstractMesh, effect: Nullable<Effect> = null, subMesh?: SubMesh): void {\r\n super._afterBind(mesh, effect, subMesh);\r\n this.getScene()._cachedEffect = effect;\r\n if (subMesh) {\r\n subMesh._drawWrapper._forceRebindOnNextCall = false;\r\n } else {\r\n this._drawWrapper._forceRebindOnNextCall = false;\r\n }\r\n }\r\n\r\n protected _mustRebind(scene: Scene, effect: Effect, subMesh: SubMesh, visibility = 1): boolean {\r\n return subMesh._drawWrapper._forceRebindOnNextCall || scene.isCachedMaterialInvalid(this, effect, visibility);\r\n }\r\n\r\n /**\r\n * Disposes the push material resources.\r\n * @param forceDisposeEffect defines whether to dispose the effect\r\n * @param forceDisposeTextures defines whether to dispose the textures\r\n * @param notBoundToMesh defines whether the material is not bound to a mesh\r\n */\r\n public override dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean) {\r\n const effect = this.getEffect();\r\n if (effect) {\r\n effect.dispose(forceDisposeEffect);\r\n }\r\n this._activeEffect = undefined;\r\n super.dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh);\r\n }\r\n}\r\n"]}
1
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this._activeEffect! : super.getEffect()!;\r\n }\r\n\r\n public override isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {\r\n if (!mesh) {\r\n return false;\r\n }\r\n\r\n if (!this._storeEffectOnSubMeshes) {\r\n return true;\r\n }\r\n\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n return true;\r\n }\r\n\r\n return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);\r\n }\r\n\r\n protected _isReadyForSubMesh(subMesh: SubMesh) {\r\n const defines = subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect && defines) {\r\n if (defines._renderId === this.getScene().getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds the given world matrix to the active effect\r\n *\r\n * @param world the matrix to bind\r\n */\r\n public override bindOnlyWorldMatrix(world: Matrix): void {\r\n this._activeEffect!.setMatrix(\"world\", world);\r\n }\r\n\r\n /**\r\n * Binds the given normal matrix to the active effect\r\n *\r\n * @param normalMatrix the matrix to bind\r\n */\r\n public bindOnlyNormalMatrix(normalMatrix: Matrix): void {\r\n this._activeEffect!.setMatrix(\"normalMatrix\", normalMatrix);\r\n }\r\n\r\n public override bind(world: Matrix, mesh?: Mesh): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);\r\n }\r\n\r\n protected override _afterBind(mesh?: AbstractMesh, effect: Nullable<Effect> = null, subMesh?: SubMesh): void {\r\n super._afterBind(mesh, effect, subMesh);\r\n this.getScene()._cachedEffect = effect;\r\n if (subMesh) {\r\n subMesh._drawWrapper._forceRebindOnNextCall = false;\r\n } else {\r\n this._drawWrapper._forceRebindOnNextCall = false;\r\n }\r\n }\r\n\r\n protected _mustRebind(scene: Scene, effect: Effect, subMesh: SubMesh, visibility = 1): boolean {\r\n return subMesh._drawWrapper._forceRebindOnNextCall || scene.isCachedMaterialInvalid(this, effect, visibility);\r\n }\r\n\r\n /**\r\n * Disposes the push material resources.\r\n * @param forceDisposeEffect defines whether to dispose the effect\r\n * @param forceDisposeTextures defines whether to dispose the textures\r\n * @param notBoundToMesh defines whether the material is not bound to a mesh\r\n */\r\n public override dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean) {\r\n super.dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh);\r\n this._activeEffect = undefined;\r\n }\r\n}\r\n"]}
package/Misc/logger.js CHANGED
@@ -49,7 +49,7 @@ export class Logger {
49
49
  const formattedMessage = Logger._FormatMessage(msg);
50
50
  const type = this._Levels[level];
51
51
  const optionals = Array.isArray(message) ? message.slice(1) : [];
52
- type.logFunc && type.logFunc("BJS - " + formattedMessage, ...optionals);
52
+ type.logFunc && type.logFunc("ONERJS - " + formattedMessage, ...optionals);
53
53
  const entry = `<div style='color:${type.color}'>${formattedMessage}</div><br>`;
54
54
  Logger._AddLogEntry(entry);
55
55
  Logger._GenerateLimitMessage(msg, level);
@@ -1 +1 @@
1
- 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eslint-disable no-console */\r\n/**\r\n * Logger used throughout the application to allow configuration of\r\n * the log level required for the messages.\r\n */\r\nexport class Logger {\r\n /**\r\n * No log\r\n */\r\n public static readonly NoneLogLevel = 0;\r\n /**\r\n * Only message logs\r\n */\r\n public static readonly MessageLogLevel = 1;\r\n /**\r\n * Only warning logs\r\n */\r\n public static readonly WarningLogLevel = 2;\r\n /**\r\n * Only error logs\r\n */\r\n public static readonly ErrorLogLevel = 4;\r\n /**\r\n * All logs\r\n */\r\n public static readonly AllLogLevel = 7;\r\n\r\n /**\r\n * Message to display when a message has been logged too many times\r\n */\r\n public static MessageLimitReached = \"Too many %TYPE%s (%LIMIT%), no more %TYPE%s will be reported for this message.\";\r\n\r\n private static _LogCache = \"\";\r\n private static _LogLimitOutputs: { [message: string]: { limit: number; current: number } } = {};\r\n // levels according to the (binary) numbering.\r\n private static _Levels = [\r\n {},\r\n { color: \"white\", logFunc: console.log, name: \"Log\" },\r\n { color: \"orange\", logFunc: console.warn, name: \"Warn\" },\r\n {},\r\n { color: \"red\", logFunc: console.error, name: \"Error\" },\r\n ];\r\n\r\n /**\r\n * Gets a value indicating the number of loading errors\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static errorsCount = 0;\r\n\r\n /**\r\n * Callback called when a new log is added\r\n */\r\n public static OnNewCacheEntry: (entry: string) => void;\r\n\r\n private static _CheckLimit(message: string, limit: number): boolean {\r\n let entry = Logger._LogLimitOutputs[message];\r\n if (!entry) {\r\n entry = { limit, current: 1 };\r\n Logger._LogLimitOutputs[message] = entry;\r\n } else {\r\n entry.current++;\r\n }\r\n return entry.current <= entry.limit;\r\n }\r\n\r\n private static _GenerateLimitMessage(message: string, level: number = 1): void {\r\n const entry = Logger._LogLimitOutputs[message];\r\n if (!entry || !Logger.MessageLimitReached) {\r\n return;\r\n }\r\n const type = this._Levels[level];\r\n if (entry.current === entry.limit) {\r\n Logger[type.name as \"Log\" | \"Warn\" | \"Error\"](Logger.MessageLimitReached.replace(/%LIMIT%/g, \"\" + entry.limit).replace(/%TYPE%/g, type.name ?? \"\"));\r\n }\r\n }\r\n\r\n private static _AddLogEntry(entry: string) {\r\n Logger._LogCache = entry + Logger._LogCache;\r\n\r\n if (Logger.OnNewCacheEntry) {\r\n Logger.OnNewCacheEntry(entry);\r\n }\r\n }\r\n\r\n private static _FormatMessage(message: string): string {\r\n const padStr = (i: number) => (i < 10 ? \"0\" + i : \"\" + i);\r\n\r\n const date = new Date();\r\n return \"[\" + padStr(date.getHours()) + \":\" + padStr(date.getMinutes()) + \":\" + padStr(date.getSeconds()) + \"]: \" + message;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private static _LogDisabled(message: string | any[], limit?: number): void {\r\n // nothing to do\r\n }\r\n private static _LogEnabled(level: number = 1, message: string | any[], limit?: number): void {\r\n // take first message if array\r\n const msg = Array.isArray(message) ? message[0] : message;\r\n if (limit !== undefined && !Logger._CheckLimit(msg, limit)) {\r\n return;\r\n }\r\n\r\n const formattedMessage = Logger._FormatMessage(msg);\r\n const type = this._Levels[level];\r\n const optionals = Array.isArray(message) ? message.slice(1) : [];\r\n type.logFunc && type.logFunc(\"BJS - \" + formattedMessage, ...optionals);\r\n\r\n const entry = `<div style='color:${type.color}'>${formattedMessage}</div><br>`;\r\n Logger._AddLogEntry(entry);\r\n Logger._GenerateLimitMessage(msg, level);\r\n }\r\n\r\n /**\r\n * Log a message to the console\r\n */\r\n public static Log: (message: string | any[], limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.MessageLogLevel);\r\n\r\n /**\r\n * Write a warning message to the console\r\n */\r\n public static Warn: (message: string | any[], limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.WarningLogLevel);\r\n\r\n /**\r\n * Write an error message to the console\r\n */\r\n public static Error: (message: string | any[], limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.ErrorLogLevel);\r\n\r\n /**\r\n * Gets current log cache (list of logs)\r\n */\r\n public static get LogCache(): string {\r\n return Logger._LogCache;\r\n }\r\n\r\n /**\r\n * Clears the log cache\r\n */\r\n public static ClearLogCache(): void {\r\n Logger._LogCache = \"\";\r\n Logger._LogLimitOutputs = {};\r\n Logger.errorsCount = 0;\r\n }\r\n\r\n /**\r\n * Sets the current log level. This property is a bit field, allowing you to combine different levels (MessageLogLevel / WarningLogLevel / ErrorLogLevel).\r\n * Use NoneLogLevel to disable logging and AllLogLevel for a quick way to enable all levels.\r\n */\r\n public static set LogLevels(level: number) {\r\n Logger.Log = Logger._LogDisabled;\r\n Logger.Warn = Logger._LogDisabled;\r\n Logger.Error = Logger._LogDisabled;\r\n const levels = [Logger.MessageLogLevel, Logger.WarningLogLevel, Logger.ErrorLogLevel];\r\n for (const l of levels) {\r\n if ((level & l) === l) {\r\n const type = this._Levels[l];\r\n Logger[type.name as \"Log\" | \"Warn\" | \"Error\"] = Logger._LogEnabled.bind(Logger, l);\r\n }\r\n }\r\n }\r\n}\r\n"]}
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eslint-disable no-console */\r\n/**\r\n * Logger used throughout the application to allow configuration of\r\n * the log level required for the messages.\r\n */\r\nexport class Logger {\r\n /**\r\n * No log\r\n */\r\n public static readonly NoneLogLevel = 0;\r\n /**\r\n * Only message logs\r\n */\r\n public static readonly MessageLogLevel = 1;\r\n /**\r\n * Only warning logs\r\n */\r\n public static readonly WarningLogLevel = 2;\r\n /**\r\n * Only error logs\r\n */\r\n public static readonly ErrorLogLevel = 4;\r\n /**\r\n * All logs\r\n */\r\n public static readonly AllLogLevel = 7;\r\n\r\n /**\r\n * Message to display when a message has been logged too many times\r\n */\r\n public static MessageLimitReached = \"Too many %TYPE%s (%LIMIT%), no more %TYPE%s will be reported for this message.\";\r\n\r\n private static _LogCache = \"\";\r\n private static _LogLimitOutputs: { [message: string]: { limit: number; current: number } } = {};\r\n // levels according to the (binary) numbering.\r\n private static _Levels = [\r\n {},\r\n { color: \"white\", logFunc: console.log, name: \"Log\" },\r\n { color: \"orange\", logFunc: console.warn, name: \"Warn\" },\r\n {},\r\n { color: \"red\", logFunc: console.error, name: \"Error\" },\r\n ];\r\n\r\n /**\r\n * Gets a value indicating the number of loading errors\r\n * @ignorenaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static errorsCount = 0;\r\n\r\n /**\r\n * Callback called when a new log is added\r\n */\r\n public static OnNewCacheEntry: (entry: string) => void;\r\n\r\n private static _CheckLimit(message: string, limit: number): boolean {\r\n let entry = Logger._LogLimitOutputs[message];\r\n if (!entry) {\r\n entry = { limit, current: 1 };\r\n Logger._LogLimitOutputs[message] = entry;\r\n } else {\r\n entry.current++;\r\n }\r\n return entry.current <= entry.limit;\r\n }\r\n\r\n private static _GenerateLimitMessage(message: string, level: number = 1): void {\r\n const entry = Logger._LogLimitOutputs[message];\r\n if (!entry || !Logger.MessageLimitReached) {\r\n return;\r\n }\r\n const type = this._Levels[level];\r\n if (entry.current === entry.limit) {\r\n Logger[type.name as \"Log\" | \"Warn\" | \"Error\"](Logger.MessageLimitReached.replace(/%LIMIT%/g, \"\" + entry.limit).replace(/%TYPE%/g, type.name ?? \"\"));\r\n }\r\n }\r\n\r\n private static _AddLogEntry(entry: string) {\r\n Logger._LogCache = entry + Logger._LogCache;\r\n\r\n if (Logger.OnNewCacheEntry) {\r\n Logger.OnNewCacheEntry(entry);\r\n }\r\n }\r\n\r\n private static _FormatMessage(message: string): string {\r\n const padStr = (i: number) => (i < 10 ? \"0\" + i : \"\" + i);\r\n\r\n const date = new Date();\r\n return \"[\" + padStr(date.getHours()) + \":\" + padStr(date.getMinutes()) + \":\" + padStr(date.getSeconds()) + \"]: \" + message;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private static _LogDisabled(message: string | any[], limit?: number): void {\r\n // nothing to do\r\n }\r\n private static _LogEnabled(level: number = 1, message: string | any[], limit?: number): void {\r\n // take first message if array\r\n const msg = Array.isArray(message) ? message[0] : message;\r\n if (limit !== undefined && !Logger._CheckLimit(msg, limit)) {\r\n return;\r\n }\r\n\r\n const formattedMessage = Logger._FormatMessage(msg);\r\n const type = this._Levels[level];\r\n const optionals = Array.isArray(message) ? message.slice(1) : [];\r\n type.logFunc && type.logFunc(\"ONERJS - \" + formattedMessage, ...optionals);\r\n\r\n const entry = `<div style='color:${type.color}'>${formattedMessage}</div><br>`;\r\n Logger._AddLogEntry(entry);\r\n Logger._GenerateLimitMessage(msg, level);\r\n }\r\n\r\n /**\r\n * Log a message to the console\r\n */\r\n public static Log: (message: string | any[], limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.MessageLogLevel);\r\n\r\n /**\r\n * Write a warning message to the console\r\n */\r\n public static Warn: (message: string | any[], limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.WarningLogLevel);\r\n\r\n /**\r\n * Write an error message to the console\r\n */\r\n public static Error: (message: string | any[], limit?: number) => void = Logger._LogEnabled.bind(Logger, Logger.ErrorLogLevel);\r\n\r\n /**\r\n * Gets current log cache (list of logs)\r\n */\r\n public static get LogCache(): string {\r\n return Logger._LogCache;\r\n }\r\n\r\n /**\r\n * Clears the log cache\r\n */\r\n public static ClearLogCache(): void {\r\n Logger._LogCache = \"\";\r\n Logger._LogLimitOutputs = {};\r\n Logger.errorsCount = 0;\r\n }\r\n\r\n /**\r\n * Sets the current log level. This property is a bit field, allowing you to combine different levels (MessageLogLevel / WarningLogLevel / ErrorLogLevel).\r\n * Use NoneLogLevel to disable logging and AllLogLevel for a quick way to enable all levels.\r\n */\r\n public static set LogLevels(level: number) {\r\n Logger.Log = Logger._LogDisabled;\r\n Logger.Warn = Logger._LogDisabled;\r\n Logger.Error = Logger._LogDisabled;\r\n const levels = [Logger.MessageLogLevel, Logger.WarningLogLevel, Logger.ErrorLogLevel];\r\n for (const l of levels) {\r\n if ((level & l) === l) {\r\n const type = this._Levels[l];\r\n Logger[type.name as \"Log\" | \"Warn\" | \"Error\"] = Logger._LogEnabled.bind(Logger, l);\r\n }\r\n }\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/core",
3
- "version": "8.55.6",
3
+ "version": "8.55.8",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",